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Super Mario Maker |OT| Miyamoto Simulator 2015

Kebiinu

Banned
I've learned a few things that I think are helping me out with my level designs:

1. Play your levels back to back in world mode. This can give you some perspective on the difficulty and quality of your level that playing the same stage alone over and over can't. You may find that a course sticks out for being too difficult in direct comparison to others, or the opposite. Or a course you thought was interesting isn't really when coming off the heels of your other work.

2. Always switch the visual styles before finalizing. I usually start with a specific game or level type in mind, but sometimes you'll be surprised by the impact a different sprite set may have. Even if you have to sacrifice some design elements to change themes, finding the best match for your course can enhance the character by a lot.


3. Avoid NSMBU unless you need wall jumping or ground pounds. Seriously... the New! games were already notorious for being bland, but comparing the visuals directly to the older games makes it pathetically clear how cheap and soulless it is. It makes me wonder how much more highly praised NSMBU would be if it had actually had great sprite-based art design.

Agree with all except the bolded. I've made some great looking NSMBU stages without the need for wall jumping or ground pounds. I greatly disagree.

Your other points are dope, however.
 

BooJoh

Member
I've learned a few things that I think are helping me out with my level designs:

1. Play your levels back to back in world mode. This can give you some perspective on the difficulty and quality of your level that playing the same stage alone over and over can't. You may find that a course sticks out for being too difficult in direct comparison to others, or the opposite. Or a course you thought was interesting isn't really when coming off the heels of your other work.

2. Always switch the visual styles before finalizing. I usually start with a specific game or level type in mind, but sometimes you'll be surprised by the impact a different sprite set may have. Even if you have to sacrifice some design elements to change themes, finding the best match for your course can enhance the character by a lot.

These are good things to try out. Switching visual styles isn't always an option based on the differing mechanics (especially with SMW) but even if you don't change it for good, it's fun to try the same level in multiple styles.

3. Avoid NSMBU unless you need wall jumping or ground pounds. Seriously... the New! games were already notorious for being bland, but comparing the visuals directly to the older games makes it pathetically clear how cheap and soulless it is. It makes me wonder how much more highly praised NSMBU would be if it had actually had great sprite-based art design.

I highly disagree. My only issues with the NSMBU style is a lack of level styles (which all the game styles have the same problem) and the choppy-looking goomba animations.

If SMM has proven anything to me, it's that all the people complaining that the NSMB series is trash don't seem to care about level design, just the (mostly) unchanging aesthetics - which gets a free pass in Galaxy 2 (which I can't personally distinguish from the first.) I don't even understand what's going on in the mind of a person if NSMBU's style is a reason to skip a potentially good level in SMM.
 
My level Bombsket-Ball has 15 stars!!! Its really amazing that people are playing and enjoying it. It really gives me extra motivation as a designer seeing that I can make something that people enjoy.

If anyone wants to play some basketball in mario.. Here is the code!

5928-0000-003A-DD78
super fun. Made it with 7 seconds left
 
3. Avoid NSMBU unless you need wall jumping or ground pounds. Seriously... the New! games were already notorious for being bland, but comparing the visuals directly to the older games makes it pathetically clear how cheap and soulless it is. It makes me wonder how much more highly praised NSMBU would be if it had actually had great sprite-based art design.

Nah, son.


I go with whatever setup works best for my gameplay, but there's really nothing wrong with the NSMB visuals. They're clean, vibrant and most of all functional.
 

Cuburt

Member
Yes, they can be vital as path indicators. But they're not vital as coins. Like, when they're there just to be collected, I really don't feel inclined to make any particular effort to go grab them.

When playing a set of levels in coursebot, you only have 3 lives and since coins and lives carry over from level to level, it actually matters there.

Same with 10 Mario challenge and 100 Mario Challenge, and with tougher difficulties the 3 lives you can earn from a level can be a pretty big help.

The only time coins and lives have no meaning is when you are searching then playing levels in course world, but it is something people have to consider the way their level is being played (which is why many people make sure to include 3 1-ups somewhere in the level).

Hopefully Nintendo patches in more ways to play those levels in a group (similar to a custom 100 mario challenge) without having to just download them since.
 

cloudyboy

Neo Member
Here I played a few levels

Long live queen koopa (Monomirror) : very good level, the boss fight will be memorable for me, very intense, also nice plot twist.

big trouble in little toadkyo (Criskre) : Too hard for me sorry about that, I am not that good of a player, looked interesting.

Bob-Omb bulwarks (Sporky) : very fun, and interesting level, I liked the aesthetic a lot in that level.

bob-omb shooting gallery ((mat)) : I absolutely loved the concept, a bit easy with the only worry is the time.

Super mario spooky land (Heropon) : Fun but a tad generic, a good level doing perfectly is job as a good level, not too hard neither!
 

Core Zero

Member
I haven't posted levels in a while, but I've got 2 to share here, which will stretch your twitch skill and your mind. One short, one long.

Under and Over Hill (Challenge!) Updated!
Level Code: 860C-0000-009A-2F3A
Style: SMB

CQwkFPgVAAANW2N.jpg


This level consists of just a 2x2 screen area, sending you through a treacherous cave to reach the flagpole. There's no hidden paths, no secret areas, just several difficult sections between you and victory. The most difficult sections are at the beginning (I think) and will require patience and observation to overcome. This is a level of tight jumps and minimal room for error. EDIT: This level has been updated with a few changes to hopefully encourage more players to attempt it. Previously hidden powerups are now visible, and one section was changed to lessen the need to rush during a P-Switch, and actually slows the player down to observe the following jump. The powerups allow for a bit of damage abuse, but if you consider yourself an expert, try beating the level without any!

If that isn't your style, then try out this second level.

Inside and Out House Updated
Level Code: 4A8B-0000-009A-4ED9
Style: SMB3

CQwk5ppUkAARbo8.jpg


In contrast to the previous level, this one uses almost the entire space of both the main level and sub level. Inspired by the World 8 Fortress from SMB3, this level is an "alternate world" level, where one side is a fortress, and the other side is haunted. There are multiple ways to progress through the level, and the path you pick will determine the challenges you face. This should be easier than the previous level, but it is long and will require going through several different types of obstacles to complete. Try to vary your path to see what awaits! EDIT: This level has been updated to hopefully make it clearer which way the player should go, in cases where it is unnecessarily ambiguous. A few hints, in spoiler:
If you appear to be stuck, there may be something lurking in the shadows. If all else fails, backtracking to an earlier door or pipe will reset the rooms. In general, if you are moving to the right, you're going the right way.

Any and all feedback is appreciated, and please feel free to try the other levels on my profile, there's something for (almost) everyone. :) I'll be playing GAF levels later to give feedback as well, as they are the most fun levels to play!
 

gafneo

Banned
In my experience of playing many Wii U games, Mario Maker is the only game that balances the advantages of the controller touch screen hybrid. Nintendo Land showed a lot of potential with the gyro stuff, but it was never about demonstrating a need to use another screen. Most stuff felt strictly optional. Take Bayonetta 2 for an example. It's fun to play with touch or control, but it's not a must to go either way. Kirby Rainbow Curse does interesting things with touch, but that stuff can be done without a hybrid controller.

Both touch and controls are a huge advantage for Mario Maker. It would be impossible to use just buttons and sticks alone or vise versa. Design and then play is what they should be selling the system as. A console for shared content and social online functionality.
 

Oidisco

Member
Finally got around to making another level. This one is very (very!) loosely based on The Last of Us

Piranha Plant Parasite:
4C22-0000-0095-1AB8

wiiu_screenshot_gamepiojmu.jpg


Like the last level I made, I feel pretty good about it though I'm not sure about the difficulty or pacing, so some feedback would be awesome!
 

Nerrel

Member
Nah, son.

I go with whatever setup works best for my gameplay, but there's really nothing wrong with the NSMB visuals. They're clean, vibrant and most of all functional.

Agree with all except the bolded. I've made some great looking NSMBU stages without the need for wall jumping or ground pounds. I greatly disagree.

I highly disagree. My only issues with the NSMBU style is a lack of level styles (which all the game styles have the same problem) and the choppy-looking goomba animations.

If SMM has proven anything to me, it's that all the people complaining that the NSMB series is trash don't seem to care about level design, just the (mostly) unchanging aesthetics - which gets a free pass in Galaxy 2 (which I can't personally distinguish from the first.) I don't even understand what's going on in the mind of a person if NSMBU's style is a reason to skip a potentially good level in SMM.


Suit yourselves, I guess. I just can't bring myself to use it over SMB3 or World, even when I set out to do so. It's so plain and basic and "functional." That's not to say I wouldn't play and enjoy a NSMB level, and at the very least it has a clean, uncomplicated style that's easy to read.

As far as Galaxy 2 having a free pass goes, you have to remember that Galaxy 1 was a staggeringly good looking game with great art direction. People aren't going to complain about getting more of that. NSMB Wii was already a little anemic looking and similar to the original NSMB, and NSMB 2 and NSMBU repeating that same style for the 3rd and 4th time within a few months of each other was a bit much.

It may be shallow in the gameplay scheme of things, but a visually stimulating character and atmosphere is part of the fun of a platformer. I'd love to get a new sprite based Mario game that followed in the footsteps of Rayman Legends and Muramasa by using modern 2D art. Polygonal 2.5D really doesn't ever do it for me (Tropical Freeze is the one exception).
 

B_Bech

Member
I made a new level.

Could probably pass for an early Halloween level.


i43Dkgp.png

Can I just say... this is the most amazing level I have played to date... bar none. If you guys haven't played this stage... Please do so. I'm going to have to up my game because nothing I have even comes close. Also, I'm currently playing through all the stages posted for a few pages, but if any of you guys want more stages tested than the ones posted, drop me a PM. I always comment/star. Anyone streaming tonight?
 

Naar

Member
Can I just say... this is the most amazing level I have played to date... bar none. If you guys haven't played this stage... Please do so. I'm going to have to up my game because nothing I have even comes close. Also, I'm currently playing through all the stages posted for a few pages, but if any of you guys want more stages tested than the ones posted, drop me a PM. I always comment/star. Anyone streaming tonight?

shiba is streaming now. i might later

http://www.twitch.tv/shibafan
 

Neiteio

Member
Finally got around to making another level. This one is very (very!) loosely based on The Last of Us

Piranha Plant Parasite:
4C22-0000-0095-1AB8

wiiu_screenshot_gamepiojmu.jpg


Like the last level I made, I feel pretty good about it though I'm not sure about the difficulty or pacing, so some feedback would be awesome!
Just looking at the layout, is this based on the fallen skyscrapers in the Boston QZ?

Man, I've had this game since it came out, but I haven't tried yet it since MGSV has been taking all my gaming time. (Excellent game, controversial story included)

When it comes to Mario Maker, I'm more interested in trying levels at the moment. Wish I had a list of the "best of the best."
 

cantona222

Member
Hi guys. I rebuilt a level I made earlier trying to make it a bit more fair (and using pipes for transitions since I didn't have them last time). So far it has 3 stars out of 9 plays, but no one has beaten it yet. I'd like to see someone beat it though! I don't think it's too hard, but then again I made it. If nobody beats it in a couple days, I'll have to go back to the drawing board on some sections.

Pokemon Stadium v2 - e347-0000-0092-df90

Comments are welcome, but it might be a bit before I see them in here. Thanks!

I liked the little puzzle in Mewtwo section. Creative.
 

SegaShack

Member
So I made this level the day the game came out and just finally was able to beat it. It is not a trap level, or one with stupid timing, or a bullet hell or anything like that. I just made one very difficult staircase and had the player go through the same thing 10 times. If someone can beat this I would be blown away. It is probably the most simplistic but difficult level. It's very challenging but I assure you it is all skill based.

I will give $5 Paypal to the first person who can film a video of them beating this level. I'm not trying to do any sort of promotion, just for my own entertainment.

WVW69idfJXwhdL_qCo


http://www.mariomakerhub.com/levels/3706/marios-goomblario

Mario's Goomblario

B816-0000-0095-16D2
 

Core Zero

Member
Finally had some time to play through some non-contest GAF levels. Here are my thoughts on what I've played.

Hey GAF, why don't you try my new level packed with bouncy bootsy action ?

Sweaty Boots

(8A09-0000-0091-22B3)

I'm a sucker for Kuribo's Shoe, and this wasn't hard at all, so I enjoyed it. Clever usage of the Thwomps to make use of the shoe without spin jumps as well. A nice enjoyable level overall.

AND

Jumps that matter

I like this idea of a straightforward level, with a hard to find alternate path. My only problem with it was that I only knew I needed the Koopa to bounce off after I had killed it, but other that that, this was a good short level, not too hard, but with enough precise jumps to need some platforming chops.

I wanted to try my hand at making a one screen stage. I think it's pretty challenging; it requires some patience and a steady hand...but YMMV depending on your experience with these levels.

The Patience Room

(1C20-0000-0086-24B8)


The nice thing is that it can be challenging without being too frustrating without a checkpoint since the level is very short.

I didn't finish this, only got to the point where I could claim the 1up. It definitely couldn't be much longer without checkpoints. I wanted to get to other levels, but with a bit more time it's definitely beatable, and I didn't notice any immediate exploits or anything like that. I like that there's some spots to take a breather, but still plenty of challenge. I dislike that you're kind of stuck if you lose the mystery mushroom too soon, but there's not many optionsto get around that and I understand the intent.

I'd love to get some feedback for my latest level (and the other ones too if you feel like it...):

MARIOWOOD
(9571-0000-008F-EE78)

After a series of commercial flops, our washed-up hero travels to the huge sign once erected in his honor, which has now fallen into disrepair. Will this be his last journey? Is there no more room for old school heroes in this world?

I didn't get this one until I saw the level map. It's a clever take on this sort of level, though the level itself is kind of empty. The ending was a surprise, unfortunately if it was a reference to something it was lost on me. This is a clever way of rewarding players for playing your level and finding secrets.
I thought for a moment that block had Kaizo'd me, but subverting that was really clever.

AND

One Minute In Heaven

I'm finding myself to not be a fan of tightly-timed levels, as it just causes me to play recklessly, which in turn just makes me pissed off when I screw up. Thankfully, this level isn't too hard, though it does have several traps to catch such carelessness. Much harder and I would not have completed it, and likely substituted these comments with a string of curses. I do like the ending though, it's something I haven't seen in a lot of levels and is pretty creative.

If this is your definition of heaven, though, I am not ready for your hell...

And I had to give you a star for Jim Morrison's Nightmare, good for a laugh :)

A PLUMBER'S TYPICAL DAY
a level about the hard work of plumbing, cause Mario has (probably) to pay the bills too.

BA02-0000-0092-6AD3

I thought this was a pretty clever idea for a level, could even do a series of these in different houses.The latter half of the level is particularly good, frantic without being overly hard. I do think the first underwater section goes on a bit too long without much variance though, but I'd like to see more levels using this concept. Go back to Mario's roots!

A new level that I made yesterday and for some reason only two people have played it. :(

Super Mario Spooky Land
ID: EBDD-0000-0091-ED80

It's a take on an overworld level with the ghost house theme. Not very difficult but I hope fellow gaffers can find it enjoyable.

This is a pretty simple level, but that's not a bad thing in this case, just enough obstacles to make it fun without being too easy, and using an uncommon theme which is nice. Though I have to express my jealousy at your
Modern 8-bit Mario, damn non-Americans gettin mah Amiibos...
 

Oidisco

Member
Just looking at the layout, is this based on the fallen skyscrapers in the Boston QZ?

Man, I've had this game since it came out, but I haven't tried yet it since MGSV has been taking all my gaming time. (Excellent game, controversial story included)

When it comes to Mario Maker, I'm more interested in trying levels at the moment. Wish I had a list of the "best of the best."

Yea that's the area I had in mind while making the level. I didn't try to recreate anything from the game though, just took a little inspiration from it.
 

B_Bech

Member
Tiki Beat Beach

(7361-0000-0095-1CDF)


Inspired by the cover of my very tattered Super Mario comic book!

434668-17978_4_004.jpg


WVW69idgSIk6cpNz8F


WVW69idgSu8lLV1bfG


A level that is simultaneously easy and a blast to play. Hang ten!
 
Finished my first course in two weeks; I haven't spent a lot of time building. I've been spending a lot of that time playing, mostly perusing courses by people in this thread, and after learning a lot more about what you can pull off with the editor I have created what is by far my most elaborate course to date.

But first, some recent favourites (which I already starred and/or separately commented on via Miiverse):

- Go! 7 Boss Rush! (B_Bech) - 8BFE-0000-0072-6930 - An incredible compilation of boss battles from other stages. Lots of variety, and even when you fail it is a pleasure to try different item combinations and kill orders until you have perfected a favourite route, in the manner of a Mega Man game.
- High and Dry Dock (RagnarokX) - 759E-0000-0082-DAC4 - Imaginative use of the sub-world to create an illusion of a change of state in the environment.
- Title Fight (timetokill) - 0438-0000-0091-2605 - I just saw that a new version went up as I was writing this post, and liked the stage enough the first time that I played it again. I think I ran into some issues with shells deflecting back in my face after I thought I was already in the clear, which I didn't encounter the first time around, and I'm not sure if that was a deliberate difficulty buff. Still, worth playing in any form, and the most endearing Punch-Out!! tribute since The Wonderful 101.
- Long Live Queen Koopa! (jarosh) - 41DB-0000-0092-8628 - Aesthetically one of the strongest courses I've seen, with inventive use of curved tracks for illustration. That doesn't stop it from being a tight platforming experience either, as interesting to play as it is to look at. I'll definitely be exploring your other stages.

Now here's mine:

Ghost of a Chance
A41D-0000-0095-314C

WVW69idgGU8JnXQjfm


Synopsis: Ride a Boo into a sprawling mansion. Many alternate pathways and shortcuts await. A unique boss encounter can be cleared with multiple strategies: dive into an all-out brawl or patiently disarm the enemy from the shadows.

- Mobile flying platforms at your command. Try not to kill them. (But if you do, there will be another way.)
- Substantial rewards for exploration: don't expect a piddly 1UP for your efforts. (Well, maybe one.) Secret areas lead to major shortcuts: execute a risky segment now and you might skip a tricky one later.
- Several opportunities for expert players to chain 1UPs in succession, just for kicks.
- A boss fight with stealth options and scalable difficulty. It's possible to blast your way through head-on, but patient players can search the area for ways to clear the room. The idea was to emulate concepts from games like Arkham Asylum and Mark of the Ninja, from leaping through vents to swinging past the enemy overhead.
- Adheres to all the usual rules of thumb: no cheap tricks, no trolling, hopefully no way to get stuck (if you think you are, look for an alternative), and it's never, ever necessary to deliberately take a hit.

Difficulty: Moderate. Know how to run and jump. Mastering mechanics like
pressing L/R to hop out of Kuribo's Shoe
will help, but is never absolutely required.

WVW69idgbB0VQ5MODE


WVW69idgc5gcSkOERc


My previous stages:
Bait-and-Switch Beltway - 8805-0000-0067-E3B4
Take the 'A' Train - F5F2-0000-0040-42D2
It Might as Well Be Spring - 128A-0000-002B-853E

Playtesting and comments are always appreciated. I thoroughly tested the latest stage for bugs, especially those involving off-screen despawning, but there is no substitute for letting other players take the wheel.
 

ciD_Vain

Member
Tiki Beat Beach

(7361-0000-0095-1CDF)


Inspired by the cover of my very tattered Super Mario comic book!

http://static.comicvine.com/uploads/scale_small/0/77/434668-17978_4_004.jpg[/IM]

[IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69idgSIk6cpNz8F[/IM]

[IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69idgSu8lLV1bfG[/IM]

A level that is simultaneously easy and a blast to play. Hang ten![/QUOTE]
That was really great!
 

chrixter

Member
Another round of comments!

Bob-omb Shooting Gallery 2: D0E8-0000-0054-F4A2
Very neat concept. All the chain reactions were fun to watch unfold. Also played the first one and I'd play more! My only criticism is that waiting for the P-Switch effect to wear off is a slight bummer since the sections are so close together. I understand you need to gate the player's progress, but increasing the distance between sections would at least give the player something to do, even if it's just simply running to the next section.

Follow That Shell 3: Revengeance
99CE-0000-0094-95E9
I picked up the shell in the second section thinking I was clever for discovering an exploit, but nope! Took me three attempts to complete. It seemed easier to follow the shell in this one than in your previous levels since as far as I could tell it never backtracks very far. Torpedo Ted fucked me over a couple times. Good stuff.

A PLUMBER'S TYPICAL DAY
a level about the hard work of plumbing, cause Mario has (probably) to pay the bills too.
BA02-0000-0092-6AD3
I like this concept a lot! Made me smile even if it left me wanting a little more. The chase sequences were fun!

Bob-Omb's Forest Assault
9AAC-0000-0094-D6F8
Great aesthetic that never felt excessive. Fun to play, too. I found it to be fairly easy and actually it felt a little short. I think all the active Bob-ombs gave me a sense of urgency to rush my way through the level more than I usually would otherwise.

1) Goombas!!! (FA1B-0000-0028-B4AF) - Ok, this one I think may be bad, or at least unfair. I made this first as an experiment and the theme is basically just Goombas EVERYWHERE. It didn't quite pan out how I had hoped. I totally understand if people think it's bad.
Yeah, the enemy spam is just overwhelming in this one.

2) Take the High Road (7911-0000-0030-ACF2) - My idea with this one was to make a path up top for some more challenge while having a slightly more forgiving lower path. A hint for the top path: The timing goes better if you move faster.
I actually found the lower path to be harder. Managed to take the upper path but the level ends abruptly just as you start building up some good momentum! Wish it were longer.

Finally got around to making another level. This one is very (very!) loosely based on The Last of Us

Piranha Plant Parasite:
4C22-0000-0095-1AB8
Really, really enjoyed this. Superb design all around. Fantastic pacing and variety, and the difficulty felt just right. The piranhas on enemies reminded me of not only TLOU's Infected but also RE4's Plaga.

Tiki Beat Beach

(7361-0000-0095-1CDF)
A blast, indeed! Though the bouncing springs annoyed me a couple times in silly fashion, and there was an area where I was damaged by spikes before I realized there were spikes behind the blue platforms I think. Otherwise enjoyed it.
 

Schlomo

Member
I didn't get this one until I saw the level map. It's a clever take on this sort of level, though the level itself is kind of empty. The ending was a surprise, unfortunately if it was a reference to something it was lost on me. This is a clever way of rewarding players for playing your level and finding secrets.
I thought for a moment that block had Kaizo'd me, but subverting that was really clever.

Thanks for playing my levels! Yeah, it's kind of hard to see what's going on because the letters are so huge, but I needed the room for the platforming. If all those damn letters weren't symmetrical, it would be more obvious! lol

I didn't expect many people to get the reference. In case you're curious, the song is
Old School Hollywood by System of a Down
.
 

VandalD

Member
I picked up the shell in the second section thinking I was clever for discovering an exploit, but nope! Took me three attempts to complete. It seemed easier to follow the shell in this one than in your previous levels since as far as I could tell it never backtracks very far. Torpedo Ted fucked me over a couple times. Good stuff.
Thanks for playing and commenting! Yeah, I'm glad to hear picking up the shell didn't work out so well. Interesting that you found it easier. Just following the shell is probably easier because of what you said, but the level itself was meant to be far more hectic than the previous ones. I'll check out a few of your levels soon if I haven't already.
 
Lacks focus, I think. Everything seemed sort of random and it didn't feel like much of a climb either. I skipped past Bowser and thought the level was going to go somewhere eventually but then it abruptly ended. Also, the first fire flower is unnecessarily difficult to obtain with only one space above it and then having to crouch-jump to get back out. I mean I grabbed it but then was quickly damaged by a projectile, lol.

Thank you for playing my level and giving constructive criticism. I'm working on updating the level to make it better.

I made a new level last night. I finally got access to sub worlds. Bowser's forces invaded Yoshi's Island. There are five Yoshis hidden in the level trapped in eggs needing rescue.






WVW69ideYScZjZ_BJf




Spin Jump to Save the 5 Yoshis


(C036-0000-0094-E630)
 

NetMapel

Guilty White Male Mods Gave Me This Tag
VandalD did you lose on my level ? You one evil person lol

I updated it now to be anti-cheese. Dare you to break it this time !!!
 

Putosaure

Member
I'm a sucker for Kuribo's Shoe, and this wasn't hard at all, so I enjoyed it. Clever usage of the Thwomps to make use of the shoe without spin jumps as well. A nice enjoyable level overall.

AND

Jumps that matter

I like this idea of a straightforward level, with a hard to find alternate path. My only problem with it was that I only knew I needed the Koopa to bounce off after I had killed it, but other that that, this was a good short level, not too hard, but with enough precise jumps to need some platforming chops.

Wow, thanks for the feedback ! :)
The latter was my first level, so I'll find way to improve it.
 

correojon

Member
On my first run I got stuck in the area where the Spike Helmet comes out of the pipe: I ran quickly to the right and jumped through the opening right before the Spike Helmet came out, but then it spawned on my way up, damaged me, made me lose my Spike Helmet, and started bouncing back and forth, so my only recourse was to die/restart. Probably just a fluke though.
Wow, that sounds like really bad luck. I´ll see if I can find a way of making it safer. Thanks for the comment :)

It seems RtDL2: Feather Beach & Flower Sea(8339-0000-0098-CB7E) is getting a nice reception:

What a clever and well-though out level! I think it's one of the best I've played about switching dimensions in SMM, the other being the Quantic Factory from you and the other a level called Super Mario Galaxy 3. Usually levels playing with dimensions in SMM are purely cosmetic, not so much here! Good job! Starred!
Thanks! Do you have the code for that SMG3 level? I´d love to give it a go.

I timed out on this one. I just couldn't figure out where to proceed after the area with the P-switch. I seemed to be going around in an endless loop. I'll give this another shot tomorrow.
There are 2 types of things that can block you: a required powerup or the water. So if you fell like you are stuck underwater try switching to outside (or vice versa), or if the cape can´t get you through some obstacle try the flower.

Took me a moment to get what's going on, but it's a pretty clever layout! I was stumped for a while where to go with the switch but figured it out. Fun level overall.
Thanks! I don´t know if I should change something, because you´re the second one to say that he got lost in that area, but the level has a 60% completion rate...And the P-Switch is visible from the place where you have to use it so...Maybe I´ll add more ice to make it clear that it disappears in the underwater version of the world and you need to switch worlds, looking back I think that aspect is not shown very clearly.

Long live Queen Koopa (41DB-0000-0092-8628):
Thanks guys!
Now that I'm done with another level (and yet another massive time investment) I finally have time to start playing a ton of gaffer levels I've been bookmarking.
One minor complaint: I reached the end of the level but instead of grabbing the axe I went to the left to see if there were any more surprises left. A Bullet Bill Cannon fell and trapped me between itself and a wall, so I couldn´t continue :(
BTW, now that I´ve played the level completely, I like it even more if that´s even possible. A true masterpiece in all layers of design.
 

Solobbos

Member
I've fixed an exploit in the boss fight (plus another small one in the checkpoint system, and added some polish here and there) and then reuploaded my latest level, replacing the previous version.

Before And After The Apocalypse - (41AC-0000-0094-91CA)

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Time travel between before and after a zombie apocalypse. Can Mario stop it and fix the future? As usual, three hidden 1up mushrooms to find.

Credit for the passcode system goes to Genotaru.


Feedback would be very appreciated.


Previous levels: http://i.imgur.com/9HICuRt.png
How can this masterpiece only have 17 plays? That's seriously sad!

Also loved the long live Queen Koopa -level, both of these were great!
 

NetMapel

Guilty White Male Mods Gave Me This Tag
WVW69idhdF05TboqUq


Can't Lose
E1F9-0000-0095-A3BB


Fo real you guys. YOU CAN'T LOSE IN THIS LEVEL !!! I dare you guys to try.
 

correojon

Member
As a creator, the best reward you can give a player for exploration is an invincibility star!

Everyone just uses them as necessities like, "oh here's this room full of enemies you would never be able to get past, you need this star." That's so boring and predictable. Nintendo nearly always gave them out as rewards for exploration.

It adds a great moment of tension, but positive tension, like "oh shiiit I gotta make good use of this!" as the player freaks out to get past as many enemies as possible. It's a great feeling.

It seems like a lot of people don't like using them because they're worried their level will be trivialized, but this doesn't have to be a problem. The best way to hand them out is to put them in a small room after using a pipe, so the player has to make their way back to the level to make use of them, shaving off some of that invincibility period.
I played some of your levels yesterday (starred all of them btw, awesome work) and I saw this in one of them. The thing is that it took too much time to get back to the main level and navigate to the enemies, so in the end I think I only killed one or two enemies with the star. More than a reward, it felt like a lost chance :( What I mean is that care must be taken when implementing the star as a reward, as it can easily break the level or loose the "reward" feeling if it´s use is limited too much.

I´ve tried many things for rewards in my levels and I´ve come to the conclusion there are two ways in which you can meaningfully reward the player: Reward by utility and reward by fun.

Reward by utility: Give the player something that affects gameplay directly (powerups, P-Switches...). Of course your challenges should be designed with this in mind so the powerup doesn´t break them. You can give him a feather so the platforming sections become easier or he can hit some Yellow Blocks laterally and unlock a new path with challenges designed with the cape in mind.

Reward by fun: Put something in your level that is just fun, even if it doesn´t affect the rest of the level in any way. I´ve found 3 ways at the moment to do this:
  • Gameplay based: In one level I used a room filled with Dry Bones and the whole floor were musical blocks. The player would get a star when entering, so he has to jump around killing all bouncing Dry Bones (which were the main antagonists of the level, so this was somewhat cathartic). It also helps to provide a break in the level´s rythm, a sort of palate cleanser which is often necessary if the level revolves around a single mechanic. Or use just a set of moving platforms at high speed in weird paths in a coin-filled room, just jumping around in the platforms and getting the coins can be fun. The ultimate reward (getting a 1-UP either by collecting coins or killing all Dry Bones) is dissociated from the gameplay; the gameplay becomes the reward itself. You just want to kill the Dry Bones because it´s fun jumping around in this chaotic room (and maybe because they´ve been harassing you through the course).
  • Automation based: In other level I made small automated room where an empty shell would get through some contraption to finally activate a 1-UP block, or bombs would break a wall to open the path. Unexpected and (hopefully) fun to watch. In another level I even combined this with the reward by utility approach: a Spiny shell went through a simple automation to end up falling on the player´s head and becoming a helmet.
  • Miiverse based: Another idea (in a level I´ll be releasing today) is a room with trapped Spinies which can´t harm the player. Through a message, the player is told to walk up to a Spiny and post a Miiverse comment claiming it and giving it a name. I´ve called this room the "Spiny Petting Zoo" :) it doesn´t affect the level in anyway but is a cool surprise I think and maybe seeing the comments will encourage other people to replay the level or explore it more. The bad thing is the language barrier, as non-english speakers won´t probably understand what´s going on. I got this idea from an user in reddit who made a secret garden where players could claim different flowers with comments. If it works well, it will be a nice surprise: you can leave a lasting mark on the level and you can read what others before you have left there.

These aren´t all the types of rewards there can be, I´m sure that people will come up with new and cool things, but they are what I think work best in SMM right now. if anyone has more ideas for cool reward types please share them.
 

505zoom

Member
I finished my Packin' Shells world, 4 levels of semi-increasing difficulty (though each one has it's own tough parts). Some fairly tricky wall jumps, and some advanced moves like spring wall carries and shell wall jumps are used.

So far nobody has beaten the whole thing. Wondering if anybody here can change that.

PS1:

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PS2:

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PS3:

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PS4:

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Also made a SMB3 AirShip level that has some tricky parts to it and hasn't been beatin' yet.

Bk2S7s0.jpg
 
Another round of comments!

...

Yeah, the enemy spam is just overwhelming in this one.


I actually found the lower path to be harder. Managed to take the upper path but the level ends abruptly just as you start building up some good momentum! Wish it were longer.

...

Ok. I think I will try to edit both of them then. I definitely need to take out the Lakitus in Goombas. I guess that one may end up as a complete redesign more than an edit. And I will take a look at lengthening Take the High Road. Will have to think of some more platforming challenge and *maybe* add a boss, and make the bottom route less dangerous. I guess I was more saying that I have more items on the lower path to help the player (there is a star in the Bowser chamber and a hidden one after the Red Parakoopa).

Thanks for the feed back!

When I upload a revised course, should I make it a "v2" or something similar? Or just upload it with the same name?
 

Ranger X

Member
HURRY UP MARIO!

- You short on time buddy, better get moving!
- Can you both finish the level on time and with 50 coins??

55D4-0000-0095-A08D

WVW69idhp3coAhRNHb



Have fun. I'd love to receive any Gaffer feedback
 

ZombAid82

Member
Hello everybody,

this is my third Day on Gaf.

i would be very happy, if someone would like to Play my Levels, me and my gf made so far.

Cloudy times: E4AD-0000-0058-D435

This one's is an easy one from my better half.

Jr`s backyard fight: AD86-0000-0058-8579

I haven't seen a Level, that is designed like this one.
Not difficult. Hope you like it.

Ghostly hously: 510F-0000-0047-5C0B

I think i have some cool moments in this one.
the beginning can be a Little tricky :)

Enjoy!

Would love a review^^
 

jarosh

Member
This level is fantastic. I never knew a single level of a platformer could have so many twists and turns thematically. The end was pretty intense.

Can I just say... this is the most amazing level I have played to date... bar none. If you guys haven't played this stage... Please do so. I'm going to have to up my game because nothing I have even comes close. Also, I'm currently playing through all the stages posted for a few pages, but if any of you guys want more stages tested than the ones posted, drop me a PM. I always comment/star. Anyone streaming tonight?

Thanks so much guys, really appreciate it!

Long live Queen Koopa (41DB-0000-0092-8628):

One minor complaint: I reached the end of the level but instead of grabbing the axe I went to the left to see if there were any more surprises left. A Bullet Bill Cannon fell and trapped me between itself and a wall, so I couldn´t continue :(
BTW, now that I´ve played the level completely, I like it even more if that´s even possible. A true masterpiece in all layers of design.

Thank you! And yeah, I am aware of that potentially happening. I was hoping players would just go for the axe right away, realizing it's the same area they were in before and that walking left would cause the cannons to drop down again. But even if you DON'T run all the way to the left where you can potentially get trapped, the bullet bill cannons to the right will always drop back down on the axe anyway, and you'll have to repeat the whole underground cycle again. So you are basically screwed almost as soon as you jump over the axe. Blocking an exit like that is pretty dangerous design to begin with and I couldn't think of a way to prevent the player from going back and triggering the falling of the cannons again once he comes out of the pipe. The only thing unique about the player's situation when coming out of the pipe at the end is that he has NOT triggered the thwomp to the left. But maybe there is a really clever way to solve this problem and I simply haven't thought of it!
 

NetMapel

Guilty White Male Mods Gave Me This Tag
I am highly impressed with those of you who are actually able to let the timer run out and lose properly.

I just updated it again for higher challenges >:O

ECBD-0000-0095-B25C

Actually, it would be hilarious if we make this level have a super low clear rate and have this appear in Expert 100 Mario challenges hahaha
 
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